Online World Atlas: Fresbo World / Worlds In Motion

Published by mathewkumar, on June 21st, 2008. Filed under: Features, Worlds In MotionNo Comments

Online World Atlas: There / Worlds In Motion

Published by mathewkumar, on June 14th, 2008. Filed under: Features, Interviews, Worlds In MotionNo Comments

The Impact of Activision Blizzard / Gamasutra

Published by mathewkumar, on June 9th, 2008. Filed under: Features, GamasutraNo Comments

Online World Atlas: Gaia Online / Worlds In Motion

“Gaia Online’s community originally solidified around its forums, and the majority of Gaia Online users still spend most of their time there. However, the site has a massive range of other community options, with customizable avatars and home pages, an online world with towns full of user-owned homes that are just as customizable as the avatars, and games to play (with or against other members of the community).”

I didn’t much like Gaia Online! So I haven’t been trying too many MMOs I do like as part of the atlas, sadly. The main problems with Gaia Online are the interface and the fact it’s incredibly slow and glitchy. Pretty insurmountable problems – maybe it’ll improve, maybe not.

Published by mathewkumar, on June 8th, 2008. Filed under: Features, Worlds In MotionNo Comments

Online World Atlas: WeeWorld / Worlds In Motion

Published by mathewkumar, on May 31st, 2008. Filed under: Features, Worlds In MotionNo Comments

Online World Atlas: Mabinogi / Worlds In Motion

Published by mathewkumar, on May 24th, 2008. Filed under: Features, Worlds In MotionNo Comments

Online World Atlas: Dizzywood / Worlds In Motion

Published by mathewkumar, on May 15th, 2008. Filed under: Features, Worlds In MotionNo Comments

Online World Atlas: Moshi Monsters / Worlds In Motion

Published by mathewkumar, on May 7th, 2008. Filed under: Features, Worlds In MotionNo Comments

Ken Levine on BioShock’s Narrative Drive / Gamasutra

“I was kind of interested in BioShock, especially because you explore the illusion of choice within games as the metastory. It’s over and above that. One of the things that interests me is that there’s a point where you realize that’s what’s happened, but after that, you’re not actually given any choice! Could you talk about that part?”

Yay! The excellent interview I helped Christian Nutt with is now up on Gamasutra. Exciting if you like the idea of reading a very literal transcription of me spending more time talking to Ken Levine about how Cloverfield sucks than anything else (although, admittedly, there’s a point to it.)

Published by mathewkumar, on April 26th, 2008. Filed under: Features, Gamasutra, InterviewsNo Comments

Best Of GDC Mobile 2008: The Future Of Mobile Gaming In The US / Games On Deck

“Gamevil’s James Song gave the audience at GDC Mobile a ‘glimpse into the future’ by examining case studies between Korean and US cultural phenomena, relating them to the future of mobile gaming and its business models.

He argued that a shift away from branded games towards original content would come in time for the US market.”

Last of my GDC Mobile session coverage!

You can also check out:

Best of GDC Mobile 2008: The Rise Of The Widget?

Best Of GDC Mobile 2008: Why Publishing Good Mobile Games Isn’t Easy – Glu Mobile’s Jill Braff moans about how hard it is to be a publisher. Boo hoo.

Best Of GDC Mobile 2008: Kicking Tires On The Ad Wagon

Best of GDC Mobile 2008: Mobile Social Entertainment: The Next Big Thing from Japan – A great talk on the popularity of small Flash Lite games on mobile social networks in Japan. It’ll never take off here because carriers are too lazy/stupid to put Flash Lite on handsets (there’s also their insane data costs, can’t forget them) but it sounds brilliant.

Best Of GDC Mobile 2008: Dredge On Journalists’ Loves And Hates – Stuart Dredge helped me judge games during IGF Mobile, and this was a cute talk on what game reviewers love and hate, specifically when it came to mobile games. It’s interesting, but rather a difficult sell to get developers and publishers to care about what reviewers think when they (primarily) have to care about what the carriers think just to sell their game in the first place.

Published by mathewkumar, on March 24th, 2008. Filed under: Features, Games On DeckNo Comments